We who build game worlds try so hard to make them extra-special, and this is the reward? Boredom because they are all extra-special!

Of course, if you described it as a perfectly ordinary absolutely non-magical everyday forest replete with non-talking trees of quiet disposition, your players would be even more nervous: there’d be nobody to rescue them from grabby tree-roots or irritated animals. The ranger might know 5 languages, but can he save you from a sharp-aimed squirrel?

Are these going to be gathered in once place when the project is finished?

I was thinking about that myself. Once it’s all over, I was thinking of releasing the high-res versions a PDF or something. The ones on the site are reduced and compressed a bit to conserve precious bandwidth. It would be nice to release the larger images. Plus, I have a few extra strips that I’ve trashed for various reasons, and a PDF would be a good place to stick those.

Speaking of bandwidth: Thanks to everyone for keeping the ads in mind. I’m surprised at how nicely this is working out.

if you described it as a perfectly ordinary absolutely non-magical everyday forest replete with non-talking trees of quiet disposition, your players would be even more nervous

If your players get obnoxious and you want to creep them out, have them walk up to a perfectly normal forest: “Do you go in?” [possible discussion elided] “Yes” “Roll a D20” [possible discussion elided] … (whatever the roll is) “You don’t notice anything unusual” — and let them worry about it for the rest of the trip through the forest (or around, if they talked themselves out of going through).

Am enjoying the heck out of these, but have one suggestion: a “previous” button on the page would be awesome for those of us who are “cluster readers.” I tend to check in only every couple weeks, and it’s hard to navigate back to where I left off.

It is true that they complain about everything being magical and then you can turn around and give them the plain forest, they wanted and they have to group up and discuss every footstep they take before taking it.

and by the way plain magical items are great but i prefer cursed ones that only reveal their nature after an unexpected alignment change (the lust for greed always gets them in the end).

This reminds me of a game i was in that every time i walked into a bar and asked a question, a fight would ensue. It came to the point that a fighter in our group had to escort me everywhere i went. :)
Thanks for bringing back such great memories!

actually this may just be because of the people i learned from but generally none of the landscapes in my campaigns are magic. the groups i tend to play with either make them full of man maid danger or the players just deal w/ a nice romp in the woods. of course as with everything there are exceptions.

“actually this may just be because of the people i learned from but generally none of the landscapes in my campaigns are magic. the groups i tend to play with either make them full of man maid danger or the players just deal w/ a nice romp in the woods. of course as with everything there are exceptions.” – xtehbeastx. Ah yes, i have seen these dangers before, angry legions of maids attacking out of nowhere, armed with thier +2 brooms of dustbunny smiting.

now what is fun, is a live-action-role-play thats d’n’d based, do it in the middle of town, with over 12 of you, too large a group to lynch you see. then involve likly looking members of the public, anything can be magic, “dont go there fair maiden! its full of orcs inside!” an actuall quote from yours truly to a woman going in to a sports shop.
magic places are full of fun, dont see what the fuss is.

for steriotypical settings in our games, we now only have round, well-lit taprooms… our DM got tired of us always residing in ‘the dark corner’ we regularly argued that every taproom has one, adn frequently due to group infighting we occupied as many as 7 dark corners in the taprooms we frequented :)